- deleted sp assignments in processed files.

This commit is contained in:
Christoph Oelckers 2021-12-24 16:04:18 +01:00
parent aac44b27b1
commit aeed726b59
6 changed files with 2 additions and 30 deletions

View file

@ -501,7 +501,6 @@ int DoCoolgMatchPlayerZ(DSWActor* actor);
void CoolgCommon(DSWActor* actor) void CoolgCommon(DSWActor* actor)
{ {
SPRITEp sp = &actor->s();
USERp u = actor->u(); USERp u = actor->u();
actor->spr.clipdist = (200) >> 2; actor->spr.clipdist = (200) >> 2;
@ -518,7 +517,6 @@ void CoolgCommon(DSWActor* actor)
int SetupCoolg(DSWActor* actor) int SetupCoolg(DSWActor* actor)
{ {
SPRITEp sp = &actor->s();
USERp u; USERp u;
ANIMATOR DoActorDecide; ANIMATOR DoActorDecide;
@ -547,7 +545,6 @@ int SetupCoolg(DSWActor* actor)
int NewCoolg(DSWActor* actor) int NewCoolg(DSWActor* actor)
{ {
USERp u = actor->u(); USERp u = actor->u();
SPRITEp sp = &actor->s();
USERp nu; USERp nu;
SPRITEp np; SPRITEp np;
ANIMATOR DoActorDecide; ANIMATOR DoActorDecide;
@ -616,7 +613,6 @@ int NullCoolg(DSWActor* actor)
int DoCoolgMatchPlayerZ(DSWActor* actor) int DoCoolgMatchPlayerZ(DSWActor* actor)
{ {
SPRITEp sp = &actor->s();
USER* u = actor->u(); USER* u = actor->u();
int zdiff,zdist; int zdiff,zdist;
int loz,hiz; int loz,hiz;
@ -696,7 +692,6 @@ int DoCoolgMatchPlayerZ(DSWActor* actor)
int InitCoolgCircle(DSWActor* actor) int InitCoolgCircle(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
SPRITEp sp = &actor->s();
u->ActorActionFunc = DoCoolgCircle; u->ActorActionFunc = DoCoolgCircle;
@ -728,7 +723,6 @@ int InitCoolgCircle(DSWActor* actor)
int DoCoolgCircle(DSWActor* actor) int DoCoolgCircle(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
SPRITEp sp = &actor->s();
int nx,ny,bound; int nx,ny,bound;
@ -770,10 +764,8 @@ int DoCoolgCircle(DSWActor* actor)
int DoCoolgDeath(DSWActor* actor) int DoCoolgDeath(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
SPRITEp sp = &actor->s();
int nx, ny; int nx, ny;
RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT); RESET(actor->spr.cstat, CSTAT_SPRITE_TRANSLUCENT);
RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE); RESET(actor->spr.cstat, CSTAT_SPRITE_INVISIBLE);
actor->spr.xrepeat = 42; actor->spr.xrepeat = 42;
@ -816,7 +808,6 @@ int DoCoolgDeath(DSWActor* actor)
int DoCoolgMove(DSWActor* actor) int DoCoolgMove(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
SPRITEp sp = &actor->s();
if ((u->ShellNum -= ACTORMOVETICS) <= 0) if ((u->ShellNum -= ACTORMOVETICS) <= 0)
{ {

View file

@ -373,7 +373,6 @@ ACTOR_ACTION_SET CoolieActionSet =
void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp person) void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp person)
{ {
USERp u = actor->u(); USERp u = actor->u();
SPRITEp sp = &actor->s();
unsigned int wpn; unsigned int wpn;
int wpn_cnt; int wpn_cnt;
int depth = 0; int depth = 0;
@ -413,7 +412,7 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp perso
u->lo_step = Z(32); u->lo_step = Z(32);
u->floor_dist = u->zclip - u->lo_step; u->floor_dist = u->zclip - u->lo_step;
u->ceiling_dist = GetSpriteSizeZ(sp) - u->zclip; u->ceiling_dist = ActorSizeZ(actor) - u->zclip;
u->Radius = 400; u->Radius = 400;
@ -486,7 +485,6 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SETp action, PERSONALITYp perso
int SetupCoolie(DSWActor* actor) int SetupCoolie(DSWActor* actor)
{ {
SPRITEp sp = &actor->s();
USERp u; USERp u;
ANIMATOR DoActorDecide; ANIMATOR DoActorDecide;
@ -569,7 +567,6 @@ int NullCoolie(DSWActor* actor)
int DoCoolieMove(DSWActor* actor) int DoCoolieMove(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
SPRITEp sp = &actor->s();
if (TEST(u->Flags,SPR_SLIDING)) if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(actor); DoActorSlide(actor);
@ -598,8 +595,6 @@ int DoCoolieMove(DSWActor* actor)
int InitCoolieCharge(DSWActor* actor) int InitCoolieCharge(DSWActor* actor)
{ {
SPRITEp sp = &actor->s();
if (RANDOM_P2(1024) > 950) if (RANDOM_P2(1024) > 950)
PlaySound(DIGI_COOLIESCREAM, actor, v3df_follow); PlaySound(DIGI_COOLIESCREAM, actor, v3df_follow);

View file

@ -359,7 +359,6 @@ int DoEelMatchPlayerZ(DSWActor* actor);
void EelCommon(DSWActor* actor) void EelCommon(DSWActor* actor)
{ {
SPRITEp sp = &actor->s();
USERp u = actor->u(); USERp u = actor->u();
actor->spr.clipdist = (100) >> 2; actor->spr.clipdist = (100) >> 2;
@ -376,7 +375,6 @@ void EelCommon(DSWActor* actor)
int SetupEel(DSWActor* actor) int SetupEel(DSWActor* actor)
{ {
SPRITEp sp = &actor->s();
USERp u; USERp u;
ANIMATOR DoActorDecide; ANIMATOR DoActorDecide;
@ -427,7 +425,6 @@ int NullEel(DSWActor* actor)
int DoEelMatchPlayerZ(DSWActor* actor) int DoEelMatchPlayerZ(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
SPRITEp sp = &actor->s();
SPRITEp tsp = &u->targetActor->s(); SPRITEp tsp = &u->targetActor->s();
int zdiff,zdist; int zdiff,zdist;
int loz,hiz; int loz,hiz;
@ -527,7 +524,6 @@ int DoEelMatchPlayerZ(DSWActor* actor)
int DoEelDeath(DSWActor* actor) int DoEelDeath(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
SPRITEp sp = &actor->s();
int nx, ny; int nx, ny;
if (TEST(u->Flags, SPR_FALLING)) if (TEST(u->Flags, SPR_FALLING))
{ {

View file

@ -712,7 +712,6 @@ ACTOR_ACTION_SET GirlNinjaActionSet =
int SetupGirlNinja(DSWActor* actor) int SetupGirlNinja(DSWActor* actor)
{ {
SPRITEp sp = &actor->s();
USERp u; USERp u;
ANIMATOR DoActorDecide; ANIMATOR DoActorDecide;
@ -786,7 +785,6 @@ int DoGirlNinjaMove(DSWActor* actor)
int GirlNinjaJumpActionFunc(DSWActor* actor) int GirlNinjaJumpActionFunc(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
SPRITEp sp = &actor->s();
int nx, ny; int nx, ny;
// Move while jumping // Move while jumping
@ -840,7 +838,6 @@ int DoGirlNinjaPain(DSWActor* actor)
int DoGirlNinjaSpecial(DSWActor* actor) int DoGirlNinjaSpecial(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
SPRITEp sp = &actor->s();
if (u->spal == PALETTE_PLAYER5) if (u->spal == PALETTE_PLAYER5)
{ {

View file

@ -483,7 +483,6 @@ ACTOR_ACTION_SET GoroActionSet =
int SetupGoro(DSWActor* actor) int SetupGoro(DSWActor* actor)
{ {
SPRITEp sp = &actor->s();
USERp u; USERp u;
ANIMATOR DoActorDecide; ANIMATOR DoActorDecide;

View file

@ -289,7 +289,6 @@ int DoHornetMatchPlayerZ(DSWActor* actor);
int SetupHornet(DSWActor* actor) int SetupHornet(DSWActor* actor)
{ {
SPRITEp sp = &actor->s();
USERp u; USERp u;
ANIMATOR DoActorDecide; ANIMATOR DoActorDecide;
@ -347,7 +346,6 @@ enum { HORNET_BOB_AMT = (Z(16)) };
int DoHornetMatchPlayerZ(DSWActor* actor) int DoHornetMatchPlayerZ(DSWActor* actor)
{ {
SPRITEp sp = &actor->s();
USERp u = actor->u(); USERp u = actor->u();
SPRITEp tsp = &u->targetActor->s(); SPRITEp tsp = &u->targetActor->s();
int zdiff,zdist; int zdiff,zdist;
@ -420,7 +418,6 @@ int DoHornetMatchPlayerZ(DSWActor* actor)
int InitHornetCircle(DSWActor* actor) int InitHornetCircle(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
SPRITEp sp = &actor->s();
u->ActorActionFunc = DoHornetCircle; u->ActorActionFunc = DoHornetCircle;
@ -452,7 +449,6 @@ int InitHornetCircle(DSWActor* actor)
int DoHornetCircle(DSWActor* actor) int DoHornetCircle(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
SPRITEp sp = &actor->s();
int nx,ny,bound; int nx,ny,bound;
actor->spr.ang = NORM_ANGLE(actor->spr.ang + u->Counter2); actor->spr.ang = NORM_ANGLE(actor->spr.ang + u->Counter2);
@ -504,7 +500,6 @@ int DoHornetCircle(DSWActor* actor)
int DoHornetDeath(DSWActor* actor) int DoHornetDeath(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
SPRITEp sp = &actor->s();
int nx, ny; int nx, ny;
if (TEST(u->Flags, SPR_FALLING)) if (TEST(u->Flags, SPR_FALLING))
@ -548,7 +543,7 @@ int DoHornetDeath(DSWActor* actor)
int DoCheckSwarm(DSWActor* actor) int DoCheckSwarm(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
SPRITEp sp = &actor->s(), tsp; SPRITEp tsp;
USERp tu; USERp tu;
int dist, pdist, a,b,c; int dist, pdist, a,b,c;
PLAYERp pp; PLAYERp pp;
@ -594,7 +589,6 @@ int DoCheckSwarm(DSWActor* actor)
int DoHornetMove(DSWActor* actor) int DoHornetMove(DSWActor* actor)
{ {
USER* u = actor->u(); USER* u = actor->u();
SPRITEp sp = &actor->s();
// Check for swarming // Check for swarming
// lotag of 1 = Swarm around lotags of 2 // lotag of 1 = Swarm around lotags of 2